game: replace savegame module by a radiant-like game object

This commit is contained in:
Kazhnuz 2019-02-25 17:11:08 +01:00
parent fcde015f54
commit e6355533a4
7 changed files with 232 additions and 68 deletions

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@ -0,0 +1,145 @@
-- game :: The main game subsystem. Basically a big object that handle all the
-- game-related data like characters, monsters, etc. While the core aim to be
-- reusable at will, the game is specifically made for the current game.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Game = Object:extend()
local PigManager = require "game.pigmanager"
local Inventory = require "game.inventory"
local binser = require "libs.binser"
function Game:new()
self.slot = -1
self.gametime = 0
self.inventory = Inventory(self)
self.pigmanager = PigManager(self)
end
function Game:setData(data)
local data = data
self.gametime = data.gametime
end
function Game:getData()
local data = {}
data.gametime = self.gametime
return data
end
function Game:read(save_id)
self.slot = save_id
if (self.slot > 0) then
filepath = self:getSaveFile(self.slot, true)
if love.filesystem.exists("save" .. self.slot .. ".save") then
local loadedDatas = binser.readFile(filepath)
self:setData(loadedDatas[1])
end
end
end
function Game:write(save_id)
if (self.slot > 0) then
local data = self:getData()
filepath = self:getSaveFile(self.slot, true)
binser.writeFile(filepath, data)
end
end
function Game:getSaveFile(saveslot, absolute)
local dir = ""
if absolute then
dir = love.filesystem.getSaveDirectory() .. "/"
if not love.filesystem.exists(dir) then
love.filesystem.createDirectory( "" )
end
end
local filepath = dir .. "save" .. saveslot .. ".save"
return filepath
end
function Game:resetSaves()
for i=1, 3 do
filepath = self:getSaveFile(i, true)
if love.filesystem.exists("save" .. i .. ".save") then
love.filesystem.remove( "save" .. i .. ".save" )
end
end
end
function Game:update(dt)
self.gametime = self.gametime + dt
end
function Game:getTime()
local time = self.gametime
local hours, minute, seconds
seconds = math.floor(self.gametime)
minutes = math.floor(seconds / 60)
hours = math.floor(minutes / 60)
seconds = seconds % 60
minutes = minutes % 60
hours = hours
return seconds, minutes, hours
end
function Game:getTimeString()
local string
local seconds, minutes, hours = self:getTime()
local stringSeconds, stringMinutes, stringHours
if (seconds <= 9) then
stringSeconds = 0 .. seconds
else
stringSeconds = seconds
end
if (minutes <= 9) then
stringMinutes = 0 .. minutes
else
stringMinutes = minutes
end
if (hours <= 9) then
stringHours = 0 .. hours
else
stringHours = hours
end
string = stringHours .. ":" .. stringMinutes .. ":" .. stringSeconds
return string
end
function Game:printTime()
print(self:getTimeString())
end
return Game

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@ -0,0 +1,30 @@
local Inventory = Object:extend()
function Inventory:new(controller)
self.controller = controller
self.data = {}
self.data.weapons = {}
self.data.items = {}
self.data.shields = {}
self.data.hats = {}
end
function Inventory:addItem(name)
if (self.data.items[name] == nil) then
self.data.items[name] = 0
end
self.data.items[name] = self.data.items[name] + 1
end
function Inventory:setData(data)
self.data = data
end
function Inventory:getData(data)
return self.data
end
return Inventory

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@ -0,0 +1,3 @@
local gui = {}
return gui

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@ -0,0 +1,50 @@
local PigManager = Object:extend()
function PigManager:new(controller)
self.controller = controller
self.data = {}
end
function PigManager:addPig(race)
local pig = {}
pig.race = race
pig.name = "Pigguy"
pig.atk = 1
pig.def = 1
pig.int = 1
pig.spd = 1
pig.mag = 1
pig.maxHP = 20
pig.maxMP = 5
pig.weaponList = {1, 2, 1, 1}
pig.hat = 0
pig.equip = 0
pig.shield = 0
table.insert(self.data, pig)
end
function PigManager:getPig(pigID)
if pigID == nil then
error("FATAL: pigID can't be nil")
end
pigData = self.data[pigID]
if pigData == nil then
error("FATAL: savegame pig data " .. pigID .. " is empty")
end
return pigData
end
function PigManager:getData()
return self.data
end
function PigManager:setData(data)
self.data = data
end
return PigManager

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@ -3,6 +3,7 @@
Object = require "libs.classic"
Core = require "core"
Game = require "game"
Gamestate = require "libs.hump.gamestate"
Camera = require "libs.hump.camera"
@ -24,7 +25,6 @@ datas = require "datas"
utils = require "libs.loveutils"
menus = require "modules.menus"
assets = require "modules.assets"
save = require "modules.savegame"
vpad = require "modules.vpad"
scenes = require "scenes"
@ -38,12 +38,11 @@ io.stdout:setvbuf("no")
function love.load() -- On charge la scene de départ (pour l'instant le menu, bientôt une scene spéciale pour ça)
core = Core()
assets:init()
save:init("save1")
game = Game()
game.pigmanager:addPig("cochon")
assets:init()
virtualpad = vpad()
save:reset()
save:addPig("cochon")
scenes.MainMenu()
end

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@ -1,27 +0,0 @@
function Savegame:resetInventory()
self.save.weapons = {}
self.save.items = {}
self.save.shields = {}
self.save.hats = {}
end
function Savegame:addItem(name)
if (self.save.items[name] == nil) then
self.save.items[name] = 0
end
self.save.items[name] = self.save.items[name] + 1
end
function Savegame:getPig(pigID)
if pigID == nil then
error("Error in module savegame : pigID can't be nil")
end
pigData = self.save.pigs[pigID]
if pigData == nil then
error("savegame pig data " .. pigID .. " is empty")
end
return pigData
end

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@ -1,36 +0,0 @@
function Savegame:resetPigs()
self.data.pigs = {}
end
function Savegame:addPig(race)
local pig = {}
pig.race = race
pig.name = "Pigguy"
pig.atk = 1
pig.def = 1
pig.int = 1
pig.spd = 1
pig.mag = 1
pig.maxHP = 20
pig.maxMP = 5
pig.weaponList = {1, 2, 1, 1}
pig.hat = 0
pig.equip = 0
pig.shield = 0
table.insert(self.data.pigs, pig)
end
function Savegame:getPig(pigID)
if pigID == nil then
error("Error in module savegame : pigID can't be nil")
end
pigData = self.data.pigs[pigID]
if pigData == nil then
error("savegame pig data " .. pigID .. " is empty")
end
return pigData
end